Quote from: DocCharly65 on July 06, 2018, 02:15:06 AM
Some really great textures!
Will you do bump maps too? Sometimes it's enough for me to set the saturation to zero and increase the contrast - but I don't think that's the professional way...
All the textures (in my library) contain diffuse, depth, normal, occlusion, and specularity, and in some cases like brick, displacement specially for TG.
For these earlier tests I merged depth and normal (bump) together. Issue with bumps is they create inverted borders to lines, since it's read differently by 3D engines, so it doesn't translate well in TG at all, even inverting the colour.
For newer textures, I'll be doing probably two depth maps, one for large displacement depth and the other for surface detail like for the brick.
MPD makes testing fine displacement a challenge as you get polygon cutouts that occur and make jagged edges. Issue with anything of fine detail I do, like fake stones.